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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
//////////////////////////////////////////////////////////////////////////////
// //
// pfGUICtrlGenerator Definitions //
// //
//////////////////////////////////////////////////////////////////////////////
#include "hsTypes.h"
#include "pfGUICtrlGenerator.h"
#include "pfGameGUIMgr.h"
#include "pfGUIControlMod.h"
#include "pfGUIDialogMod.h"
#include "pfGUIButtonMod.h"
#include "pfGUIDragBarCtrl.h"
#include "pfGUIControlHandlers.h"
#include "pfGUIMenuItem.h"
#include "plSurface/hsGMaterial.h"
#include "plSurface/plLayer.h"
#include "plGImage/plMipmap.h"
#include "pnKeyedObject/plFixedKey.h"
#include "plDrawable/plDrawableSpans.h"
#include "plDrawable/plDrawableGenerator.h"
#include "pnSceneObject/plSceneObject.h"
#include "pnSceneObject/plDrawInterface.h"
#include "pnSceneObject/plCoordinateInterface.h"
#include "pnMessage/plIntRefMsg.h"
#include "pnMessage/plObjRefMsg.h"
#include "pnMessage/plNodeRefMsg.h"
#include "plPipeline/plTextGenerator.h"
#include "plScene/plPostEffectMod.h"
#include "plScene/plSceneNode.h"
#include "pnMessage/plClientMsg.h"
#include "plMessage/plLayRefMsg.h"
#include "pnMessage/plAttachMsg.h"
#include "plgDispatch.h"
#include "hsResMgr.h"
//// Constructor/Destructor //////////////////////////////////////////////////
pfGUICtrlGenerator::pfGUICtrlGenerator()
{
strcpy( fFontFace, "Arial" );
fFontSize = 18;
}
pfGUICtrlGenerator::~pfGUICtrlGenerator()
{
Shutdown();
}
void pfGUICtrlGenerator::Shutdown( void )
{
int i;
// Destroy our scene nodes and dialogs
for( i = 0; i < fDynDlgNodes.GetCount(); i++ )
{
pfGameGUIMgr::GetInstance()->UnloadDialog( fDynDialogs[ i ] );
fDynDlgNodes[ i ]->GetKey()->UnRefObject();
}
fDynDlgNodes.Reset();
fDynDialogs.Reset();
for( i = 0; i < fTextGens.GetCount(); i++ )
delete fTextGens[ i ];
fTextGens.Reset();
}
//// Instance ////////////////////////////////////////////////////////////////
pfGUICtrlGenerator &pfGUICtrlGenerator::Instance( void )
{
static pfGUICtrlGenerator myInstance;
return myInstance;
}
//// IGetNextKeyName /////////////////////////////////////////////////////////
void pfGUICtrlGenerator::IGetNextKeyName( char *name, const char *prefix )
{
static UInt32 keyCount = 0;
sprintf( name, "%s%d", prefix, keyCount++ );
}
//// IAddKey /////////////////////////////////////////////////////////////////
plKey pfGUICtrlGenerator::IAddKey( hsKeyedObject *ko, const char *prefix )
{
char keyName[ 128 ];
IGetNextKeyName( keyName, prefix );
return hsgResMgr::ResMgr()->NewKey( keyName, ko, plLocation::kGlobalFixedLoc );
}
//// SetFont /////////////////////////////////////////////////////////////////
void pfGUICtrlGenerator::SetFont( const char *face, UInt16 size )
{
strcpy( fFontFace, face );
fFontSize = size;
}
//// ICreateSolidMaterial ////////////////////////////////////////////////////
// Creates a material with no texture, just color.
hsGMaterial *pfGUICtrlGenerator::ICreateSolidMaterial( hsColorRGBA &color )
{
hsColorRGBA black;
// Create a material with a simple blank layer, fully ambient
hsGMaterial *material = TRACKED_NEW hsGMaterial;
IAddKey( material, "GUIMaterial" );
plLayer *lay = material->MakeBaseLayer();
black.Set( 0.f,0.f,0.f,1.f );
lay->SetRuntimeColor( black );
lay->SetPreshadeColor( black );
lay->SetAmbientColor( color );
return material;
}
//// ICreateTextMaterial /////////////////////////////////////////////////////
// Creates a material with a texture that has a string centered on it.
hsGMaterial *pfGUICtrlGenerator::ICreateTextMaterial( const char *text, hsColorRGBA &bgColor,
hsColorRGBA &textColor, float objWidth, float objHeight )
{
UInt16 pixWidth, pixHeight, strWidth, strHeight;
hsColorRGBA black, white;
// Guess at some pixel width and heights we want. We're guessing b/c we want it to look reasonably
// good on the screen, but we don't know exactly how big is big, so we guess
pixWidth = (UInt16)(objWidth * 64.f);
pixHeight = (UInt16)(objHeight * 64.f);
// Create blank mipmap
plMipmap *bitmap = TRACKED_NEW plMipmap( 1, 1, plMipmap::kRGB32Config, 1 );
IAddKey( bitmap, "GUIMipmap" );
// Create textGen to write string with
plTextGenerator *textGen = TRACKED_NEW plTextGenerator( bitmap, pixWidth, pixHeight );
textGen->SetFont( fFontFace, (UInt16)fFontSize );
textGen->ClearToColor( bgColor );
textGen->SetTextColor( textColor );
strWidth = textGen->CalcStringWidth( text, &strHeight );
textGen->DrawString( ( pixWidth - strWidth ) >> 1, ( pixHeight - strHeight ) >> 1, text );
textGen->FlushToHost();
fTextGens.Append( textGen );
// Create a material with a simple blank layer, fully ambient
hsGMaterial *material = TRACKED_NEW hsGMaterial;
IAddKey( material, "GUIMaterial" );
plLayer *lay = material->MakeBaseLayer();
white.Set( 1.f,1.f,1.f,1.f );
black.Set( 0.f,0.f,0.f,1.f );
lay->SetRuntimeColor( black );
lay->SetPreshadeColor( black );
lay->SetAmbientColor( white );
hsgResMgr::ResMgr()->AddViaNotify( bitmap->GetKey(), TRACKED_NEW plLayRefMsg( lay->GetKey(), plRefMsg::kOnCreate, 0, plLayRefMsg::kTexture ), plRefFlags::kActiveRef );
// lay->SetTexture( bitmap );
lay->SetTransform( textGen->GetLayerTransform() );
return material;
}
//// GenerateDialog //////////////////////////////////////////////////////////
void pfGUICtrlGenerator::GenerateDialog( const char *name )
{
IGenerateDialog( name, 20.f, false );
}
//// IGenSceneObject /////////////////////////////////////////////////////////
plSceneObject *pfGUICtrlGenerator::IGenSceneObject( pfGUIDialogMod *dlg, plDrawable *myDraw, plSceneObject *parent,
hsMatrix44 *l2w, hsMatrix44 *w2l )
{
plKey snKey = ( dlg != nil ) ? ( dlg->GetTarget() != nil ? dlg->GetTarget()->GetSceneNode() : nil ) : nil;
if( snKey == nil )
snKey = fDynDlgNodes.Peek()->GetKey();
hsgResMgr::ResMgr()->SendRef( myDraw->GetKey(), TRACKED_NEW plNodeRefMsg( snKey, plRefMsg::kOnCreate, 0, plNodeRefMsg::kDrawable ), plRefFlags::kActiveRef );
plDrawInterface *newDI = TRACKED_NEW plDrawInterface;
IAddKey( newDI, "GUIDrawIFace" );
plSceneObject *newObj = TRACKED_NEW plSceneObject;
IAddKey( newObj, "GUISceneObject" );
plCoordinateInterface *newCI = TRACKED_NEW plCoordinateInterface;
IAddKey( newCI, "GUICoordIFace" );
hsgResMgr::ResMgr()->SendRef( newCI->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kInterface ), plRefFlags::kActiveRef );
hsgResMgr::ResMgr()->SendRef( newDI->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kInterface ), plRefFlags::kActiveRef );
hsgResMgr::ResMgr()->SendRef( myDraw->GetKey(), TRACKED_NEW plIntRefMsg( newDI->GetKey(), plRefMsg::kOnCreate, 0, plIntRefMsg::kDrawable ), plRefFlags::kActiveRef );
if( parent == nil )
{
parent = ( fDynDragBars.GetCount() > 0 ) ? fDynDragBars.Peek() : nil;
if( parent == nil )
parent = dlg->GetTarget();
}
if( parent != nil )
// hsgResMgr::ResMgr()->SendRef( newCI->GetKey(), TRACKED_NEW plIntRefMsg( parent->GetKey(), plRefMsg::kOnCreate, 0, plIntRefMsg::kChild ), plRefFlags::kActiveRef );
hsgResMgr::ResMgr()->SendRef( newCI->GetKey(), TRACKED_NEW plAttachMsg( parent->GetKey(), nil, plRefMsg::kOnRequest ), plRefFlags::kActiveRef );
newObj->SetSceneNode( snKey );
if( l2w != nil )
{
newObj->SetTransform( *l2w, *w2l );
// newCI->SetLocalToParent( *l2w, *w2l );
// myDraw->SetTransform( -1, *l2w, *w2l );
}
return newObj;
}
//// GenerateRectButton //////////////////////////////////////////////////////
pfGUIButtonMod *pfGUICtrlGenerator::GenerateRectButton( const char *title, float x, float y, float width, float height,
const char *consoleCmd, hsColorRGBA &color, hsColorRGBA &textColor )
{
hsGMaterial *material;
hsMatrix44 l2w, w2l;
hsVector3 vec;
pfGUIDialogMod *dlgToAddTo = IGetDialog();
// Get us a material
material = ICreateTextMaterial( title, color, textColor, width * 20.f, height * 20.f );
pfGUIButtonMod *but = CreateRectButton( dlgToAddTo, title, x, y, width, height, material );
if( but != nil )
but->SetHandler( TRACKED_NEW pfGUIConsoleCmdProc( consoleCmd ) );
return but;
}
//// CreateRectButton ////////////////////////////////////////////////////////
pfGUIButtonMod *pfGUICtrlGenerator::CreateRectButton( pfGUIDialogMod *parent, const char *title, float x, float y, float width, float height,
hsGMaterial *material, hsBool asMenuItem )
{
wchar_t *wTitle = hsStringToWString(title);
pfGUIButtonMod *retVal = CreateRectButton(parent,wTitle,x,y,width,height,material,asMenuItem);
delete [] wTitle;
return retVal;
}
pfGUIButtonMod *pfGUICtrlGenerator::CreateRectButton( pfGUIDialogMod *parent, const wchar_t *title, float x, float y, float width, float height,
hsGMaterial *material, hsBool asMenuItem )
{
plDrawableSpans *myDraw;
hsMatrix44 l2w, w2l;
hsVector3 vec;
// Translate x and y from (0:1) to (-10:10)
x = ( x - 0.5f ) * 20.f;
y = ( y - 0.5f ) * 20.f;
// Translate width and height from (0:1) to (-10:10)
width *= 20.f;
height *= 20.f;
// Create drawable that is rectangular
l2w.Reset();
hsPoint3 corner( x, -y, -100 );
hsVector3 xVec( width, 0, 0 ), yVec( 0, height, 0 ), zVec( 0, 0, 0.1f );
myDraw = plDrawableGenerator::GeneratePlanarDrawable( corner, xVec, yVec, material, l2w );
plSceneObject *newObj = IGenSceneObject( parent, myDraw );
pfGUIButtonMod *newBtn = asMenuItem ? TRACKED_NEW pfGUIMenuItem : TRACKED_NEW pfGUIButtonMod;
IAddKey( newBtn, "GUIButton" );
hsgResMgr::ResMgr()->SendRef( newBtn->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kModifier ), plRefFlags::kActiveRef );
parent->AddControl( newBtn );
hsgResMgr::ResMgr()->AddViaNotify( newBtn->GetKey(), TRACKED_NEW plGenRefMsg( parent->GetKey(), plRefMsg::kOnCreate, parent->GetNumControls() - 1, pfGUIDialogMod::kControlRef ), plRefFlags::kActiveRef );
return newBtn;
}
//// GenerateSphereButton ////////////////////////////////////////////////////
pfGUIButtonMod *pfGUICtrlGenerator::GenerateSphereButton( float x, float y, float radius,
const char *consoleCmd, hsColorRGBA &color )
{
hsGMaterial *material;
plDrawableSpans *myDraw;
hsMatrix44 l2w, w2l;
hsVector3 vec;
hsPoint3 pt( x, -y, -100.f );
pfGUIDialogMod *dlgToAddTo = IGetDialog();
// Translate x and y from (0:1) to (-10:10)
x = ( x - 0.5f ) * 20.f;
y = ( y - 0.5f ) * 20.f;
// Translate width and height from (0:1) to (-10:10)
radius *= 20.f;
// Get us a material
material = ICreateSolidMaterial( color );
// Create drawable that is rectangular
l2w.Reset();
// We bump up the quality since we're actually far closer to these things then the normal
// world camera would put us
myDraw = plDrawableGenerator::GenerateSphericalDrawable( pt, radius, material, l2w,
false, nil, nil, nil, 100.f );
vec.Set( x, -y, 0 );
l2w.MakeTranslateMat( &vec );
l2w.GetInverse( &w2l );
plSceneObject *newObj = IGenSceneObject( dlgToAddTo, myDraw );//, nil, &l2w, &w2l );
pfGUIButtonMod *newBtn = TRACKED_NEW pfGUIButtonMod;
IAddKey( newBtn, "GUIButton" );
newBtn->SetHandler( TRACKED_NEW pfGUIConsoleCmdProc( consoleCmd ) );
hsgResMgr::ResMgr()->AddViaNotify( newBtn->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kModifier ), plRefFlags::kActiveRef );
dlgToAddTo->AddControl( newBtn );
return newBtn;
}
//// GenerateDragBar //////////////////////////////////////////////////////
pfGUIDragBarCtrl *pfGUICtrlGenerator::GenerateDragBar( float x, float y, float width, float height, hsColorRGBA &color )
{
hsGMaterial *material;
plDrawableSpans *myDraw;
hsMatrix44 l2w, w2l;
hsVector3 vec;
pfGUIDialogMod *dlgToAddTo = IGetDialog();
// Translate x and y from (0:1) to (-10:10)
x = ( x - 0.5f ) * 20.f;
y = ( y - 0.5f ) * 20.f;
// Translate width and height from (0:1) to (-10:10)
width *= 20.f;
height *= 20.f;
// Get us a material
material = ICreateSolidMaterial( color );
// Create drawable that is rectangular
l2w.Reset();
hsPoint3 corner( x, -y, -100 );//x - width / 2.f, -y - height / 2.f, -100 );
hsVector3 xVec( width, 0, 0 ), yVec( 0, height, 0 ), zVec( 0, 0, 0.1f );
myDraw = plDrawableGenerator::GenerateBoxDrawable( corner, xVec, yVec, zVec,/*width, height, 0.01f, */material, l2w );
// Drag bars are special--everything else gets attached to them and they get attached to the dialog
vec.Set( x, -y, -100 );
l2w.MakeTranslateMat( &vec );
l2w.GetInverse( &w2l );
plSceneObject *newObj = IGenSceneObject( dlgToAddTo, myDraw, dlgToAddTo->GetTarget(), &l2w, &w2l );
fDynDragBars[ fDynDragBars.GetCount() - 1 ] = newObj;
pfGUIDragBarCtrl *newBtn = TRACKED_NEW pfGUIDragBarCtrl;
IAddKey( newBtn, "GUIDragBar" );
hsgResMgr::ResMgr()->AddViaNotify( newBtn->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kModifier ), plRefFlags::kActiveRef );
dlgToAddTo->AddControl( newBtn );
/* vec.Set( -x, y, 100 );
l2w.MakeTranslateMat( &vec );
l2w.GetInverse( &w2l );
plCoordinateInterface *ci = (plCoordinateInterface *)dlgToAddTo->GetTarget()->GetCoordinateInterface();
ci->SetLocalToParent( l2w, w2l );
*/
return newBtn;
}
//// IGetDialog //////////////////////////////////////////////////////////////
pfGUIDialogMod *pfGUICtrlGenerator::IGetDialog( void )
{
if( fDynDialogs.GetCount() == 0 )
IGenerateDialog( "GUIBaseDynamicDlg", 20.f );
hsAssert( fDynDialogs.GetCount() > 0, "Unable to get a dynamic dialog to add buttons to" );
return fDynDialogs.Peek();
}
//// IGenerateDialog /////////////////////////////////////////////////////////
pfGUIDialogMod *pfGUICtrlGenerator::IGenerateDialog( const char *name, float scrnWidth, hsBool show )
{
float fovX, fovY;
plSceneNode *node;
pfGUIDialogMod *dialog;
// Create the rendermod
plPostEffectMod *renderMod = TRACKED_NEW plPostEffectMod;
IAddKey( renderMod, "GUIRenderMod" );
renderMod->SetHither( 0.5f );
renderMod->SetYon( 200.f );
// fovX should be such that scrnWidth is the projected width at z=100
fovX = atan( scrnWidth / ( 2.f * 100.f ) ) * 2.f;
fovY = fovX;// * 3.f / 4.f;
renderMod->SetFovX( fovX * 180.f / hsScalarPI );
renderMod->SetFovY( fovY * 180.f / hsScalarPI );
// Create the sceneNode to go with it
node = TRACKED_NEW plSceneNode;
IAddKey( node, "GUISceneNode" );
node->GetKey()->RefObject();
fDynDlgNodes.Append( node );
fDynDragBars.Append( nil );
hsgResMgr::ResMgr()->AddViaNotify( node->GetKey(), TRACKED_NEW plGenRefMsg( renderMod->GetKey(), plRefMsg::kOnCreate, 0, plPostEffectMod::kNodeRef ), plRefFlags::kPassiveRef );
// Create the dialog
dialog = TRACKED_NEW pfGUIDialogMod;
IAddKey( dialog, "GUIDialog" );
dialog->SetRenderMod( renderMod );
dialog->SetName( name );
// Create the dummy scene object to hold the dialog
plSceneObject *newObj = TRACKED_NEW plSceneObject;
IAddKey( newObj, "GUISceneObject" );
// *#&$(*@&#$ need a coordIface...
plCoordinateInterface *newCI = TRACKED_NEW plCoordinateInterface;
IAddKey( newCI, "GUICoordIFace" );
hsMatrix44 l2w, w2l;
l2w.Reset();
// l2w.NotIdentity();
l2w.GetInverse( &w2l );
// Using SendRef here because AddViaNotify will queue the messages up, which doesn't do us any good
// if we need these refs right away
hsgResMgr::ResMgr()->SendRef( dialog->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kModifier ), plRefFlags::kActiveRef );
hsgResMgr::ResMgr()->AddViaNotify( newCI->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kInterface ), plRefFlags::kActiveRef );
hsgResMgr::ResMgr()->AddViaNotify( renderMod->GetKey(), TRACKED_NEW plObjRefMsg( newObj->GetKey(), plRefMsg::kOnCreate, 0, plObjRefMsg::kModifier ), plRefFlags::kActiveRef );
// Add the dialog to the GUI mgr
plGenRefMsg *refMsg = TRACKED_NEW plGenRefMsg( pfGameGUIMgr::GetInstance()->GetKey(),
plRefMsg::kOnCreate, 0, pfGameGUIMgr::kDlgModRef );
hsgResMgr::ResMgr()->AddViaNotify( dialog->GetKey(), refMsg, plRefFlags::kActiveRef );
newObj->SetSceneNode( node->GetKey() );
newObj->SetTransform( l2w, w2l );
// newCI->SetLocalToParent( l2w, w2l );
if( show )
pfGameGUIMgr::GetInstance()->ShowDialog( dialog );
fDynDialogs.Append( dialog );
return dialog;
}